Because of new technology, contemporary youth is exposed to extreme and intense content each day. In video games, kids fire virtual guns at people. They see it as a victory to have the most kills. Parents should avoid exposing their children to violent video games because this desensitization to brutality leads to dehumanization of others.
This desensitization is not only found in video games, but in many other kinds of media as well. For example, kids often are exposed violence in movies where the hero kills numerous bad guys to save the day. The creators of the media purposely hide bad guys’ faces make them feel less human, leading the audience to ignore the cold-blooded murder (“Faceless Goons”).
One might argue that this is not an
As video games and graphics have progressed, so have the style, the images, and gameplay of these games. First person shooting games has become a growing cause for concern, because of the explicit and violent nature of which these games possess. Combine that with the detailed graphics and the gorging ethics of gameplay, while looking at the rise of violent behavior within teenagers in society, and you can see what this has become a growing concern among parents and teachers alike. Violent behavior has become a subject of growing concern among the youth, and experts point to the deliberate and overuse of the game console. Despite the fact that it has been nearly impossible to attribute
Several points are made throughout the novel, proving that the town was very poor. The author states, “There was no hurry, for there was nowhere to go, nothing to buy and no money to buy it with, nothing to see outside the boundaries of Maycomb County.” (Lee 5). What the author means by this is that the town was so distraught by the depression that there was absolutely nothing to do because no one had money. The author also states, “Are we poor, Atticus?”
The allusion of profession in East of Eden is not as important and prevalent as are the other allusions, but there are still some interesting similarities between the original Biblical story and the story in East of Eden.
As the level of violence in video games increases, so does the level of concern for those who play them. Some people are quick to blame school shootings on games just because the kid played a “violent” game. “The topic of videogames and violence can be compared to the chicken or the egg question, which came first, violent games or violent behavior”(Violence and Videogames). However most kids in mass shootings tend to have easy access to guns and are mentally unstable.
Many people believe that violent video games play a big role in the violence we see in schools today. Gaming plays a large role in children’s lives and have begun to
In the movie The Boy Who Harnessed the Wind, education dawns as a powerful force that transforms hardship into empowerment. Education plays a major role in empowerment as it provides the tools to think creatively and live a better life. In this essay, you will read about the impact of the role of education in empowerment, highlighting the ways it provides the tools to think creatively, create opportunities for a better quality of life, and uncover the benefits that education has for individuals and their communities. Education provides many opportunities to live a better life and get a well-paying job. Education is the gateway to a fulfilling life.
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
In two studies, Brad J. Bushman and Craig A. Anderson attempted to effectively measure the desensitizing effects of violent visuals on providing aid to injured people. It was supposed that witnessing violent media, such as violent video games and movies, would lessen the viewer’s likeliness to help a person in need. Desensitization was defined as a list of five consequences. These consequences include: decreased attention paid to real violent events and a lessened perception of the severity of these events, increased belief that violence is normal behavior, less sympathy to the victims of violence, and a normalized view of violence. In other words, desensitization to violence manifests itself in how people react to emergency violent situations.
Video games shoulder the blame when discussing the delicate minds of children and what they are exposed to. The name of their game: Desensitization. A virtual reality which enables adolescents to relate to or live through a fictional character can undercut the violence some of these games let the player experience. “First person shooter (FPS), Massive Multiplayer Online Role-Playing Games and fighting games largely favor intense battles with temporary or no unfavorable consequences”(Philips 2009). Some games allow the user total freedom, including the ability to run over, shoot, and dismember pedestrians for points. The impact may vary between aggressive behavior and social ineptitude; either which still requiring a nominal amount of exposure to highly explicit depictions by this form of entertainment. In addition, not to be left out is the possibility that a lack of sufficient interaction from parental figures resulted in the reclusive or aggressive behavior of a child to begin with(Jones).
A ponderous medium of media is video games in co-relation to violence. Video games encourage violent behavior in children as they are at a crucial stage of adaptation.
Violent video games can desensitize children. Studies show that most video games in today’s society contain some type of
The graphics in games now make the game almost look as if it were real life. That has brought the video game industry a lot more players and part of those new gamers are young children. The issue is when a child is presented with a violent video game that has really good graphics the child has a better understanding of what is going on in that game. Because children can relate what is going in the video game to the real world, that leads children to believe that the actions being done in that video game are accepted in society. If the children believe that its right from them to do violent actions that they learned from the game there attitude starts becoming more aggressive. Anne Harding says “children who watch violence in the media can internalize the message that the world is a hostile place...”.
“Head shot! That guy was destroyed!” These are just some examples of the dialogue spoken between children who play video games like “Call of Duty” or “Halo.” Children brag about the number of people they have killed in these games. Playing violent video games may cause children to act violently. First, violent video games train players to act aggressively by repeatedly killing an enemy over and over. Second, children mimic what they see, whether it’s in real life or on a video screen. Third, being exposed to the violent behaviors of the game, dead bodies, and blood, make the players insensitive to violence. Because the violence from video games affects the behavior of children, violent video games should not be available for purchase by anyone under age eighteen.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are
Aimee Tompkins (2003) claims that children are being affected by everything what they see around them in the youth, and people, who see violence in the youth, always tend to be more hostile and less responsive to images of violence. That 's why parents try to border children from any possible negative influences. But they often do not even realize that by buying to child a game console, they put them into the risk. Since most video games contain violent character. According to statistics given by the ‘Children now’ organization (2001), 89% of the top-selling video games have violent character and serious violence is contained in half of them.